From 1e3e3f54a4f80bd05d168c9ae749ed32e1275868 Mon Sep 17 00:00:00 2001 From: skal Date: Fri, 6 Feb 2026 14:08:09 +0100 Subject: fix(shaders): Resolve WGSL validation errors and add shader compilation tests Fixed three critical WGSL shader issues causing demo64k and test_3d_render to crash: 1. **renderer_3d.wgsl**: Removed dead code using non-existent `inverse()` function - WGSL doesn't have `inverse()` for matrices - Dead code was unreachable but still validated by shader compiler - Also removed reference to undefined `in.normal` vertex input 2. **sdf_utils.wgsl & lighting.wgsl**: Fixed `get_normal_basic()` signature mismatch - Changed parameter from `obj_type: f32` to `obj_params: vec4` - Now correctly matches `get_dist()` function signature 3. **scene_query_linear.wgsl**: Fixed incorrect BVH binding declaration - Linear mode was incorrectly declaring binding 2 (BVH buffer) - Replaced BVH traversal with simple linear object loop - Root cause: Both BVH and Linear shaders were identical (copy-paste error) Added comprehensive shader compilation test (test_shader_compilation.cc): - Tests all production shaders compile successfully through WebGPU - Validates both BVH and Linear composition modes - Catches WGSL syntax errors, binding mismatches, and type errors - Would have caught all three bugs fixed in this commit Why tests didn't catch this: - Existing test_shader_assets only checked for keywords, not compilation - No test actually created WebGPU shader modules from composed code - New test fills this gap with real GPU validation Results: - demo64k runs without WebGPU errors - test_3d_render no longer crashes - All 22/23 tests pass (FftTest unrelated issue from FFT Phase 1) Co-Authored-By: Claude Sonnet 4.5 --- .../final/shaders/render/scene_query_linear.wgsl | 58 +++++----------------- 1 file changed, 13 insertions(+), 45 deletions(-) (limited to 'assets/final/shaders/render/scene_query_linear.wgsl') diff --git a/assets/final/shaders/render/scene_query_linear.wgsl b/assets/final/shaders/render/scene_query_linear.wgsl index ab3845a..b61a7e4 100644 --- a/assets/final/shaders/render/scene_query_linear.wgsl +++ b/assets/final/shaders/render/scene_query_linear.wgsl @@ -1,15 +1,6 @@ #include "math/sdf_shapes" #include "math/sdf_utils" -struct BVHNode { - min: vec3, - left_idx: i32, - max: vec3, - obj_idx_or_right: i32, -}; - -@group(0) @binding(2) var bvh_nodes: array; - fn get_dist(p: vec3, obj_params: vec4) -> f32 { let obj_type = obj_params.x; if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere @@ -22,42 +13,19 @@ fn get_dist(p: vec3, obj_params: vec4) -> f32 { fn map_scene(p: vec3, skip_idx: u32) -> f32 { var d = 1000.0; - var stack: array; - var stack_ptr = 0; - - if (arrayLength(&bvh_nodes) > 0u) { - stack[stack_ptr] = 0; - stack_ptr++; - } - - while (stack_ptr > 0) { - stack_ptr--; - let node_idx = stack[stack_ptr]; - let node = bvh_nodes[node_idx]; - - if (aabb_sdf(p, node.min, node.max) < d) { - if (node.left_idx < 0) { // Leaf - let obj_idx = u32(node.obj_idx_or_right); - if (obj_idx == skip_idx) { continue; } - let obj = object_data.objects[obj_idx]; - let q = (obj.inv_model * vec4(p, 1.0)).xyz; - let s = min(length(obj.model[0].xyz), min(length(obj.model[1].xyz), length(obj.model[2].xyz))); - // IMPORTANT: Plane (type 4.0) and Mesh (type 5.0) should not be scaled by 's'. - // The 's' factor is meant for unit primitives (sphere, box, torus) that are - // scaled by the model matrix. Meshes already have correct local-space extents. - if (obj.params.x != 4.0 && obj.params.x != 5.0) { // Not plane, not mesh - d = min(d, get_dist(q, obj.params) * s); - } else { - d = min(d, get_dist(q, obj.params)); - } - } else { // Internal - if (stack_ptr < 31) { - stack[stack_ptr] = node.left_idx; - stack_ptr++; - stack[stack_ptr] = node.obj_idx_or_right; - stack_ptr++; - } - } + let num_objects = arrayLength(&object_data.objects); + for (var i = 0u; i < num_objects; i++) { + if (i == skip_idx) { continue; } + let obj = object_data.objects[i]; + let q = (obj.inv_model * vec4(p, 1.0)).xyz; + let s = min(length(obj.model[0].xyz), min(length(obj.model[1].xyz), length(obj.model[2].xyz))); + // IMPORTANT: Plane (type 4.0) and Mesh (type 5.0) should not be scaled by 's'. + // The 's' factor is meant for unit primitives (sphere, box, torus) that are + // scaled by the model matrix. Meshes already have correct local-space extents. + if (obj.params.x != 4.0 && obj.params.x != 5.0) { // Not plane, not mesh + d = min(d, get_dist(q, obj.params) * s); + } else { + d = min(d, get_dist(q, obj.params)); } } return d; -- cgit v1.2.3